(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks
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@@ -12,6 +12,21 @@ namespace Barotrauma
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public abstract string DebugTag { get; }
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public virtual bool ForceRun => false;
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public virtual bool KeepDivingGearOn => false;
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protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
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public float Priority { get; set; }
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protected readonly Character character;
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protected string option;
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protected bool abandon;
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public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public AIObjective CurrentSubObjective { get; private set; }
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protected HumanAIController HumanAIController => character.AIController as HumanAIController;
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protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
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protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
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/// <summary>
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/// Run the main objective with all subobjectives concurrently?
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@@ -47,7 +62,6 @@ namespace Barotrauma
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public AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null)
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{
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this.objectiveManager = objectiveManager;
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this.character = character;
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Option = option ?? string.Empty;
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@@ -80,6 +94,18 @@ namespace Barotrauma
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#endif
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subObjectives.Remove(subObjective);
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}
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else if (subObjective.ShouldInterruptSubObjective(subObjective))
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{
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#if DEBUG
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DebugConsole.NewMessage($"Removing subobjective {subObjective.DebugTag} of {DebugTag}, because it is interrupted.");
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#endif
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subObjectives.Remove(subObjective);
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}
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}
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if (!subObjectives.Contains(CurrentSubObjective))
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{
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CurrentSubObjective = null;
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}
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foreach (AIObjective objective in subObjectives)
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@@ -106,40 +132,29 @@ namespace Barotrauma
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subObjectives.Add(objective);
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}
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public void SortSubObjectives()
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public void SortSubObjectives(AIObjectiveManager objectiveManager)
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{
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if (subObjectives.None()) { return; }
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subObjectives.Sort((x, y) => y.GetPriority().CompareTo(x.GetPriority()));
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if (ConcurrentObjectives)
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{
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subObjectives.ForEach(so => so.SortSubObjectives());
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}
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else
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{
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subObjectives.First().SortSubObjectives();
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}
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subObjectives.Sort((x, y) => y.GetPriority(objectiveManager).CompareTo(x.GetPriority(objectiveManager)));
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CurrentSubObjective = SubObjectives.First();
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CurrentSubObjective.SortSubObjectives(objectiveManager);
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}
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public virtual float GetPriority() => Priority * PriorityModifier;
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public virtual float GetPriority(AIObjectiveManager objectiveManager) => Priority;
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public virtual void Update(float deltaTime)
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public virtual void Update(AIObjectiveManager objectiveManager, float deltaTime)
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{
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var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else if (objectiveManager.WaitTimer <= 0)
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else if (objectiveManager.CurrentObjective == this || subObjective == this)
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{
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if (objectiveManager.CurrentObjective != null)
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{
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if (objectiveManager.CurrentObjective == this || objectiveManager.CurrentObjective.subObjectives.Any(so => so == this))
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{
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Priority += Devotion * PriorityModifier * deltaTime;
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}
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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subObjectives.ForEach(so => so.Update(deltaTime));
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Priority += Devotion * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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subObjectives.ForEach(so => so.Update(objectiveManager, deltaTime));
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}
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/// <summary>
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@@ -159,54 +174,13 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Checks if the objective already is created and added in subobjectives. If not, creates it.
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/// Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference.
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/// Returns true if the objective was created.
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/// </summary>
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protected bool TryAddSubObjective<T>(ref T objective, Func<T> constructor, Action onAbandon = null) where T : AIObjective
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{
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if (objective != null)
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{
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// Sub objective already found, no need to do anything if it remains in the subobjectives
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// If the sub objective is removed -> it's either completed or impossible to complete.
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if (!subObjectives.Contains(objective))
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{
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if (!objective.CanBeCompleted)
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{
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abandon = true;
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onAbandon?.Invoke();
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}
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objective = null;
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}
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return false;
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}
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else
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{
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objective = constructor();
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if (!subObjectives.Contains(objective))
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{
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AddSubObjective(objective);
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}
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return true;
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}
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}
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public virtual void OnSelected()
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{
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// Should we reset steering here?
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//if (!ConcurrentObjectives)
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//{
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// SteeringManager.Reset();
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//}
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}
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protected virtual bool ShouldInterruptSubObjective(AIObjective subObjective) => false;
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public virtual void OnSelected() { }
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public virtual void Reset() { }
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protected abstract void Act(float deltaTime);
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public abstract bool IsCompleted();
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public abstract bool IsDuplicate(AIObjective otherObjective);
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}
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}
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